// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef BLAST_ASSET_MODEL_SIMPLE_H #define BLAST_ASSET_MODEL_SIMPLE_H #include "BlastAssetModel.h" class RenderMaterial; class BlastAssetModelSimple : public BlastAssetModel { public: //////// ctor //////// BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName); virtual ~BlastAssetModelSimple(); //////// interface implementation //////// virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc); //////// data getters //////// const std::vector& getRenderMaterials() const { return m_renderMaterials; } private: //////// private internal data //////// std::vector m_renderMaterials; }; #endif //BLAST_ASSET_MODEL_SIMPLE_H